Showing Posts For Xennon.7568:

Auto Target

in Guild Wars 2 Discussion

Posted by: Xennon.7568

Xennon.7568

What would be wrong with a button that can simply “Target highest threat”?! In that case, it would choose the closest mob if not in combat or the mob which represents the highest threat if you are in combat or the one that’s shooting you from behind even – couple that with a “auto-face your target” option and things would work pretty well. The mobs AI use this kind of targeting to determine which player to attack so why can’t we (as players) have something similar to target the NPC which represents the highest threat to us?!

[bug] unable to un-target while in combat

in Bugs: Game, Forum, Website

Posted by: Xennon.7568

Xennon.7568

I find it incredible that with the current age of this game, something as rudimentary as targeting is so messed up. They’re releasing a HUGE expansion soon and we can’t even target or (untarget) properly. I’ve noticed that yellow takes priority over red and that in itself is just disgraceful game design.

Dynamic Leveling Adjustment

in Guild Wars 2 Discussion

Posted by: Xennon.7568

Xennon.7568

I for one disagree with these changes because:
(1) What’s wrong with being more powerful in lower level zones? After putting in the time, effort and money to level my character I feel I deserve to be rewarded by actually BEING more powerful in lower areas.

(2) I believe the game is actually lacking any real incentive to level up and with these new changes what little incentive there may have been is reduced even further. Who really believes that constantly struggling to stay alive in each and every battle is fun and exciting ? I don’t – the reason I look(ed) forward to getting to a higher level is precisely because I would be more powerful and able to cope with those tougher fights a little easier. This change takes that away and makes every map and every level a constant and meaningless struggle.

Now some classes might not have an issue with these changes (guardians and warriors) because they usually have very little challenge in normal PvE anyway, but for light and medium armor classes, who may not be as super-skilled as some players but just average will now find that their misery as feeling under powered already will only be exacerbated by these changes and they’ll need to either work harder at becoming super-skilled or put up with multiple deaths while moving both up and down in the levels – and of course accept the inevitable cost of gear repairs due to death.

I don’t see how anyone can define fun (and certainly not exciting) as being constantly overwhelmed by the game’s content regardless of level.

This is a game .. yes “G A M E” … and as such it needs to reward players for their effort not punish them as this change seems to do for the average player.

Scaling is a great idea if implemented properly and by properly i feel that the scaling should be somewhat proportional to the true level of the player. By that I mean, a true level 20 character and a true level 80 character playing on a level 20 map should NOT be scaled down to the SAME degree. The level 80 SHOULD have an advantage simply because they have already invested a truck load of time and effort into their characters and deserve this reward. The amount of the advantage is debatable, but perhaps something like +25% or even +50% would make playing those areas more satisfying and hence fun.

As for the loot side – I couldn’t care less if the loot scaled or did not scale. Personally I believe that if you’re in a level 20 zone, you get level 20 loot pure and simple.

End of rant!

(edited by Xennon.7568)